Animation production method

ABSTRACT

To allow free animation production in virtual space an animation production method executing: a step of placing a virtual camera for shooting a character in a virtual space; a step of placing a first plate object with a first image attached as a texture under the foot of the character in response to an instruction from a user; a step of placing a second plate object with a second image attached as a texture in response to an instruction from the user; a step of correcting the posture of the second plate object such that the second plate object is perpendicular to the first plate object; and a step of generating an image captured by the camera.

CROSS-REFERENCE TO RELATED APPLICATIONS

This is a continuation application of U.S. patent application Ser. No. 17/008,275 filed Aug. 31, 2020, now U.S. Pat. No. 11,475,619, which claims the priority benefit of Japan Patent Application No. 2020-128307, filed Jul. 29, 2020, the disclosure of which is incorporated herein by reference.

TECHNICAL FIELD

The present invention relates to an animation production method.

BACKGROUND ART

Virtual cameras are arranged in a virtual space (see Patent Document 1).

CITATION LIST Patent Literature

[PTL 1] Patent Application Publication No. 2017-146651

SUMMARY OF INVENTION Technical Problem

The shooting stage can be set by placing the background image behind the character and shooting.

However, camera angles are limited to background images.

The present invention has been made in view of this background, and is intended to provide a technology that enables the free production of animations in a virtual space.

Solution to Problem

The principal invention for solving the above-described problem is an animation production method executing: a step of placing a virtual camera for shooting a character in a virtual space; a step of placing a first plate object with a first image attached as a texture under the foot of the character in response to an instruction from a user; a step of placing a second plate object with a second image attached as a texture in response to an instruction from the user; a step of correcting the posture of the second plate object such that the second plate object is perpendicular to the first plate object; and a step of generating an image captured by the camera.

The other problems disclosed in the present application and the method for solving them are clarified in the sections and drawings of the embodiments of the invention.

Advantageous Effects of Invention

According to the present invention, an animation can be produced freely in a virtual space.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a diagram illustrating an example of a virtual space displayed on a head mount display (HMD) mounted by a user in an animation production system 300 of the present embodiment.

FIG. 2 is a diagram illustrating an example of the overall configuration of an animation production system 300 according to an embodiment of the present invention.

FIG. 3 shows a schematic view of the appearance of the HMD 110 according to the present embodiment.

FIG. 4 is a diagram illustrating an example of a functional configuration of the HMD 110 according to the present embodiment;

FIG. 5 shows a schematic view of the appearance of the controller 210 according to the present embodiment.

FIG. 6 is a diagram illustrating an example of a functional configuration of a controller 210 according to the present embodiment;

FIG. 7 is a diagram illustrating a functional configuration of an image producing device 310 according to the present embodiment;

FIG. 8 is a diagram illustrating a flow of animation production in an animation production system 300 according to the present embodiment.

FIG. 9 is a diagram illustrating the arrangement of an image selected from the asset list 6 in the virtual space 1 in the animation production system 300 according to the present embodiment.

FIG. 10 is a diagram illustrating the arrangement of an image selected from the asset list 6 in the virtual space 1 in the animation production system 300 according to the present embodiment.

FIG. 11 is a diagram illustrating an arrangement of image data 64 on the ground;

DESCRIPTION OF EMBODIMENTS

The contents of embodiments of the present invention will be described with reference. The present invention includes, for example, the following configurations.

Item 1

An animation production method executing:

a step of placing a virtual camera for shooting a character in a virtual space;

a step of placing a first plate object with a first image attached as a texture under the foot of the character in response to an instruction from a user;

a step of placing a second plate object with a second image attached as a texture in response to an instruction from the user;

a step of correcting the posture of the second plate object such that the second plate object is perpendicular to the first plate object; and

a step of generating an image captured by the camera.

Item 2

The animation production method of claim 1, wherein the second image is an image representing a ground, a road, a floor, a staircase, a bed, or a chair in at least a portion.

Item 3

An animation production method according to claim 1 or 2, the method further comprising:

a step of moving the character in response to an instruction from the user;

a step of correcting the posture of the character so that it is perpendicular to the first or second plate object.

Item 4

An animation production method according to claim 1, the method further comprising:

a step of placing a directing object including three planes perpendicular to each other in the virtual space; and

a step of correcting the posture of the first plate object so that the first plate object is parallel to any of the three planes.

A specific example of an animation production system 300 according to an embodiment of the present invention will be described below with reference to the drawings. It should be noted that the present invention is not limited to these examples, and is intended to include all modifications within the meaning and scope of equivalence with the appended claims, as indicated by the appended claims. In the following description, the same elements are denoted by the same reference numerals in the description of the drawings and overlapping descriptions are omitted.

Overview

FIG. 1 is a diagram illustrating an example of a virtual space displayed on a head mount display (HMD) mounted by a user in an animation production system 300 according to the present embodiment. In the animation production system 300 of the present embodiment, a virtual character 4 and a virtual camera 3 are disposed in the virtual space 1, and a character 4 is shot using the camera 3. In the virtual space 1, a photographer 2 (a photographer character) is disposed, and the camera 3 is virtually operated by the photographer 2. In the animation production system 300 of this embodiment, as shown in FIG. 1 , the user arranges the character 4 and the camera 3 while viewing the virtual space 1 from a bird's eye (Third Person's View), shoots the character 4 using the FPV (First Person View) as the photographer 2, and performs the performance of the character 4 using the FPV, while producing the animation. In the virtual space 1, a plurality of characters 4 (in the example of FIG. 1 , characters 4-1 and 4-2) can be disposed, and the user can perform the performance while possessing a character 4. If more than one character 4 is disposed, the user may also switch the object possessed by each character 4 (e.g., characters 4-1 and 4-2). That is, in the animation production system 300 of the present embodiment, one can play a number of roles (roles). In addition, since the camera 3 can be virtually operated as the photographer 2, natural camera work can be realized and the representation of the movie to be shot can be enriched.

General Configuration

FIG. 2 is a diagram illustrating an example of the overall configuration of an animation production system 300 according to an embodiment of the present invention. The animation production system 300 may comprise, for example, an HMD 110, a controller 210, and an image generating device 310 that functions as a host computer. An infrared camera (not shown) or the like can also be added to the animation production system 300 for detecting the position, orientation and slope of the HMD 110 or controller 210. These devices may be connected to each other by wired or wireless means. For example, each device may be equipped with a USB port to establish communication by cable connection, or communication may be established by wired or wireless, such as HDMI, wired LAN, infrared, Bluetooth™, WiFi™. The image generating device 310 may be a PC, a game machine, a portable communication terminal, or any other device having a calculation processing function.

HMD 110

FIG. 3 shows a schematic view of the appearance of the HMD 110 according to the present embodiment. FIG. 4 is a diagram illustrating an example of a functional configuration of the HMD 110 according to the present embodiment.

The HMD 110 is mounted on the user's head and includes a display panel 120 for placement in front of the user's left and right eyes. Although an optically transmissive and non-transmissive display is contemplated as the display panel, this embodiment illustrates a non-transmissive display panel that can provide more immersion. The display panel 120 displays a left-eye image and a right-eye image, which can provide the user with a three-dimensional image by utilizing the visual difference of both eyes. If left- and right-eye images can be displayed, a left-eye display and a right-eye display can be provided separately, and an integrated display for left-eye and right-eye can be provided.

The housing portion 130 of the HMD 110 includes a sensor 140. Sensor 140 may comprise, for example, a magnetic sensor, an acceleration sensor, or a gyro sensor, or a combination thereof, to detect movements such as the orientation or tilt of the user's head. When the vertical direction of the user's head is Y-axis, the axis corresponding to the user's anteroposterior direction is Z-axis, which connects the center of the display panel 120 with the user, and the axis corresponding to the user's left and right direction is X-axis, the sensor 140 can detect the rotation angle around the X-axis (so-called pitch angle), rotation angle around the Y-axis (so-called yaw angle), and rotation angle around the Z-axis (so-called roll angle).

In place of or in addition to the sensor 140, the housing portion 130 of the HMD 110 may also include a plurality of light sources 150 (e.g., infrared light LEDs, visible light LEDs). A camera (e.g., an infrared light camera, a visible light camera) installed outside the HMD 110 (e.g., indoor, etc.) can detect the position, orientation, and tilt of the HMD 110 in a particular space by detecting these light sources. Alternatively, for the same purpose, the HMD 110 may be provided with a camera for detecting a light source installed in the housing portion 130 of the HMD 110.

The housing portion 130 of the HMD 110 may also include an eye tracking sensor. The eye tracking sensor is used to detect the user's left and right eye gaze directions and gaze. There are various types of eye tracking sensors. For example, the position of reflected light on the cornea, which can be irradiated with infrared light that is weak in the left eye and right eye, is used as a reference point, the position of the pupil relative to the position of reflected light is used to detect the direction of the eye line, and the intersection point in the direction of the eye line in the left eye and right eye is used as a focus point.

Controller 210

FIG. 5 shows a schematic view of the appearance of the controller 210 according to the present embodiment. FIG. 6 is a diagram illustrating an example of a functional configuration of a controller 210 according to this embodiment.

The controller 210 can support the user to make predetermined inputs in the virtual space. The controller 210 may be configured as a set of left-hand 220 and right-hand 230 controllers. The left hand controller 220 and the right hand controller 230 may each have an operational trigger button 240, an infrared LED 250, a sensor 260, a joystick 270, and a menu button 280.

The operation trigger button 240 is positioned as 240 a, 240 b in a position that is intended to perform an operation to pull the trigger with the middle finger and index finger when gripping the grip 235 of the controller 210. The frame 245 formed in a ring-like fashion downward from both sides of the controller 210 is provided with a plurality of infrared LEDs 250, and a camera (not shown) provided outside the controller can detect the position, orientation and slope of the controller 210 in a particular space by detecting the position of these infrared LEDs.

The controller 210 may also incorporate a sensor 260 to detect movements such as the orientation and tilt of the controller 210. As sensor 260, it may comprise, for example, a magnetic sensor, an acceleration sensor, or a gyro sensor, or a combination thereof. Additionally, the top surface of the controller 210 may include a joystick 270 and a menu button 280. It is envisioned that the joystick 270 may be moved in a 360 degree direction centered on the reference point and operated with a thumb when gripping the grip 235 of the controller 210. Menu buttons 280 are also assumed to be operated with the thumb. In addition, the controller 210 may include a vibrator (not shown) for providing vibration to the hand of the user operating the controller 210. The controller 210 includes an input/output unit and a communication unit for outputting information such as the position, orientation, and slope of the controller 210 via a button or a joystick, and for receiving information from the host computer.

With or without the user grasping the controller 210 and manipulating the various buttons and joysticks, and with information detected by the infrared LEDs and sensors, the system can determine the movement and attitude of the user's hand, pseudo-displaying and operating the user's hand in the virtual space.

Image Generator 310

FIG. 7 is a diagram illustrating a functional configuration of an image producing device 310 according to the present embodiment. The image producing device 310 may use a device such as a PC, a game machine, a portable communication terminal, or the like, which has a function for storing information on the user's head movement or the movement or operation of the controller acquired by the user input information or the sensor, which is transmitted from the HMD 110 or the controller 210, performing a predetermined computational processing, and generating an image. The image producing device 310 may include an input/output unit 320 for establishing a wired connection with a peripheral device such as, for example, an HMD 110 or a controller 210, and a communication unit 330 for establishing a wireless connection such as infrared, Bluetooth, or WiFi (registered trademark). The information received from the HMD 110 and/or the controller 210 regarding the movement of the user's head or the movement or operation of the controller is detected in the control unit 340 as input content including the operation of the user's position, line of sight, attitude, speech, operation, etc. through the I/O unit 320 and/or the communication unit 330, and a control program stored in the storage unit 350 is executed in accordance with the user's input content to perform a process such as controlling the character 4 and generating an image. The control unit 340 may be composed of a CPU. However, by further providing a GPU specialized for image processing, information processing and image processing can be distributed and overall processing efficiency can be improved. The image generating device 310 may also communicate with other computing processing devices to allow other computing processing devices to share information processing and image processing.

The control unit 340 includes a user input detecting unit 410 that detects information received from the HMD 110 and/or the controller 210 regarding the movement of the user's head, the user's speech, and the movement and operation of the controller, a character control unit 420 that executes a control program stored in the control program storage unit 460 for a character 4 stored in the character data storage unit 450 of the storage unit 350, a camera control unit 440 that controls a virtual camera 3 disposed in the virtual space 1 according to the character control, and an image producing unit 430 that generates an image in which the camera 3 captures the virtual space 1 based on the character control. Here, the movement of the character 4 is controlled by converting information such as the direction, inclination, and hand movement of the user head detected through the HMD 110 or the controller 210 into the movement of each part of the bone structure created in accordance with the movement or restriction of the joints of the human body, and applying the bone structure movement to the previously stored character data. The control of the camera 3 is performed, for example, by changing various settings for the camera 3 (for example, the position within the virtual space 1 of the camera 3, the viewing direction of the camera 3, the focus position, the zoom, etc.) depending on the movement of the hand of the character 4.

The storage unit 350 stores in the aforementioned character data storage unit 450 information related to the character 4, such as the attribute of the character 4, as well as the image data of the character 4. The control program storage unit 460 controls the operation and expression of the character 4 in the virtual space and stores a program for controlling an object such as the camera 3. The image data storage unit 470 stores the image generated by the image producing unit 430. The asset data storage unit 480 stores the data of an asset that can be located in the virtual space 1. Asset data includes image data. Image data includes image data of an image representing the ground (hereinafter referred to as a ground image), image data of a background image, and image data of an image representing the sky (hereinafter referred to as an empty image). The background image is an image disposed behind the character 4 when the camera 3 is directed horizontally toward the character 4. The ground image is an image of, for example, a road, ground surface, floor, staircase, carpet, bed, chair, etc., arranged under the character 4. When the shooting direction of the camera 3 is shaken vertically downward, it is shot under the foot of the character 4. An empty image is an image displayed on the top of the character 4, such as an sky or ceiling, and is taken on the head of the character 4 when the shooting direction of the camera 3 is shaken vertically upward. The user disposes the background image behind the character 4 and disposes the ground image under the foot of the character 4 (i.e., an angle (preferably substantially perpendicular) is provided between the plane of the background image and the plane of the ground image) and places an empty image on the head of the character 4 (i.e., an angle (preferably substantially perpendicular) is provided between the plane of the background image and the plane of the empty image), so that even if the camera 4 is moved in a vertical direction, the image is displayed behind the character 4, so that the camera 3 can be freely moved and shot without impairing the immersion feeling. The image may be disposed by placing the plate polygon pasted with the image data as a texture in the virtual space 1

FIG. 8 is a diagram illustrating the flow of the animation production in the animation production system 300 according to the present embodiment. FIGS. 9 and 10 are diagrams illustrating the arrangement of an image selected from the asset list 6 in the virtual space 1 in the animation production system 300 according to the present embodiment.

Asset list 6 is distributed in virtual space 1. The asset list 6 includes an asset type tab 61, an asset item 62, a scroll bar 63, and a button 64. The asset type tab 61 may be, for example, a 3DCG model (ACTOR) of the character 4, an operational model (MOVE) of the character 4 (e.g., shaking, pointing, double-piece, etc.), a voice quality or a specific serif (VOICE) when possessed by the character 4, an object (OBJECT) that can be disposed in the virtual space 1, a background that can be disposed in the virtual space 1, an empty or ground image data (BACK GROUND), or the like.

The asset item 62 is modified according to the selection of the asset type tab 61 to display a list corresponding to each type of asset. The items displayed in this list may be data obtained from a server connected via a network such as a cloud server, for example. In the example of FIG. 9 , a list of usable image data is illustrated, and an example shows a thumbnail of the image and an explanation of the content of the image in each item. However, the list may not be limited thereto, for example, a category of color taste or location may be displayed. Also, when there are many display items, for example, a scroll bar 63 may slide to allow all items to be identified, a sort such as a fifty-tone order may be possible, or the user's preferences may be learned based on the history of use of the image and the asset may be preferentially displayed in accordance with the user's preferences.

Buttons 64 can be arranged for a variety of applications, and in FIG. 8 an example is an asset purchase button (SHOP), an asset rental button (RENTAL), a holding asset list (MY LIST), an asset purchase and/or rental history (MY HISTORY), and a button (BACK) that returns to the previous window display.

As shown in FIG. 9 , when a user grabs on an asset item 62 selected by the virtual right-hand 21R in the virtual space 1, various objects can be drawn therefrom and placed in the virtual space 1.

The user can pull out the 3DCG model of the character 4 and place it in the virtual space 1 (S701) and pull out other objects and place it in the virtual space 1 (S702). In addition, the user places the camera 3 in the virtual space 1 as many as necessary (S703).

Next, the user pulls out the asset of the image data on the ground (a plate polygon pasted with the ground image as texture; the same shall apply hereinafter) from the asset list 6 and places it in the virtual space 1 (S704). In this case, the user may also enlarge or reduce the image data on the ground. Similarly, the user places the asset of the background image data from the asset list 6 in the virtual space 1 (S705) and places the asset of the empty image data from the asset list 6 in the virtual space 1 (S706). FIG. 10 is a diagram illustrating a state in which the image data 64 on the ground, the image data 65 on the background, and the empty image data 66 are extracted from the virtual space 1. The user may place these images according to the position of the character 4 using the virtual right hand 21R. Although not shown, for example, when a user places a background image model in the virtual space 1, the user may grasp both ends of the pulled out background image model by the virtual right hand and left hand in the virtual space 1 to extend or reduce the background image model.

The user may also place a source of wind in the virtual space 1 (S707). The source of the wind may be selected from the asset list 6 or the source of the wind disposed in the virtual space 1 may be moved.

As described above, the character 4, the camera 3, the image data 64 on the ground, the background image data 65, the empty image data 66, and the source of wind can be disposed in the virtual space 1, and then the operation can be performed by possessing the camera man 2 or the character 4 (S708) to produce the animation.

The steps S701 to S707 of FIG. 8 may not be in the order shown in FIG. 8 . In addition, step S702 can be omitted if there is no asset to be disposed other than the character 4, and step S707 can be omitted if no wind is required. Further, if the shooting direction of the camera 3 is not lowered downward, step S704 can be omitted. If the shooting direction is not raised upward, step S706 can be omitted.

In placing an object in virtual space 1, the position of the object may be corrected to snap at a predetermined angle. FIG. 11 is a diagram illustrating an arrangement of image data 64 on the ground.

In placing the asset of the image data (a plate polygon pasted with an image as a texture) in the virtual space 1, the asset of the image data can be arranged so that the image data is parallel to three planes of the xz plane, the xy plane, and the yz plane, respectively, in the virtual space 1. On the screen, a panel object 71 representing the three planes can be located. Panel object 71 includes three surfaces 711, 712, 713, corresponding to xz, xy, and yz planes, respectively. In the example of FIG. 11 , when the user tries to dispose the ground image data 64 (a plate polygon with an image of the ground as a texture) in the virtual space 1 using the virtual right hand 21R, the image data 64 can be corrected so that the image data 64 is parallel to the selected plane by selecting the plane closest to the image data 64 (the angle formed between the plane of the image data 64 is the smallest) according to the attitude of the image data 64 controlled by the right hand 21R. In the example of FIG. 11 , image data 64 is arranged parallel to an xz plane (surface 711). Also, in the panel object 71, the selected plane can be highlighted. In the example of FIG. 11 , the black collapse of the mark 72 indicates that the object selected in the right hand 21R (image data 64) was arranged parallel to the plane. Similarly, in the example of FIG. 11 , the background image data 65 is corrected so that it is arranged parallel to the plane 712 (xy-plane). This makes it easier to dispose the background image data 65 perpendicular to the ground image data 64. Such a snap function can, of course, be turned on and off.

Similarly, when the character 4 is disposed, the attitude of the character 4 can be corrected. In this case, it is possible to determine a plane comprising the front-to-back and left-to-right direction of the character 4, and to correct the attitude of the character 4 so that the plane is parallel to any of the three surfaces 711, 712, 713 described above. Alternatively, the plane comprising the front, rear, left, and right directions of the character 4 may be corrected so that the plane is parallel to one closest to any of the three surfaces 711, 712, 713.

In addition, when an object (e.g., image data 64) moving the panel object 71 in the virtual right-hand 21R and specifying any of the surfaces 711, 712, and 713 and dragging by the right-hand 21R to be disposed is approaching either of the specified surfaces 711, 712, and 713 (e.g., the surface 711 on which the mark 72 is highlighted by the designation), if the distance is within a predetermined value, the position can be corrected so that the plane of the object being dragged includes a specified plane.

Also, the three surfaces 711, 712, 713 (xz, xy, and yz planes) may not be used as a reference, and an object may be specified to correct an attitude based on the specified object. For example, in the example of FIG. 11 , the ground image data 64 can be freely disposed by operation of the right hand 21R and the background image data 65 can be disposed based on the image data 64. In this case, the coordinate system can be set so that the plane of the specified object (in this example, image data 64) and the xz plane are parallel, and correction can be made so that the following object (in this example, image data 65) is parallel to either the xz plane, the xy plane, or the yz plane in the coordinate system. If a rectangular object (e.g., image data 64) is used as a reference, the next object (e.g., image data 65) can be arranged so as to match the side of the reference object.

In addition, the position of the first object to be placed may be corrected and then moved. In this case, the object to be disposed (e.g., image data 64) can be dragged by right hand 21R and superimposed on the panel object 71 so that the plane of the object is parallel to any of surfaces 711, 712, 713. Here, the selection of surfaces 711, 712, 713 may be made by overlapping the dragged right hand 21R or may be made by the operation of a button on the controller 210. The user can move the corrected object parallel to any of the xyz axis and place it in virtual space 1.

As described above, according to the animation production system 300 of the present exemplary embodiment, a user can arrange a ground image and/or an empty image as well as a background image, and then take a character 4 with the camera 3. Accordingly, it is possible to take a photograph while moving the line of sight of the camera 3 in the vertical direction without impairing the immersion feeling. Therefore, it is possible to increase the freedom of the camera work and to enrich the expression of the animation.

Although the present embodiment has been described above, the above-described embodiment is intended to facilitate the understanding of the present invention and is not intended to be a limiting interpretation of the present invention. The present invention may be modified and improved without departing from the spirit thereof, and the present invention also includes its equivalent.

For example, in the present embodiment, the image generating device 310 may be a single computer, but not limited to the HMD 110 or the controller 210 may be provided with all or some of the functions of the image generating device 310. It may also include a function of a portion of the image generating device 310 to other computers that are communicatively connected with the image generating device 310.

In the present exemplary embodiment, a virtual space based on the virtual reality (VR; Virtual Reality) was assumed. However, the animation production system 300 of the present exemplary embodiment is not limited to an extended reality (AR; Augmented Reality) space or a complex reality (MR; Mixed Reality) space, but the animation production system 300 of the present exemplary embodiment is still applicable.

In the present exemplary embodiment, various buttons 64 are arranged to direct the purchase, rental, extraction of the assets held, etc., but without using a button 64, the object may be pulled from the asset list 6 and the procedure may be performed to purchase or rent the objects when the drawn objects are not possessed by the user.

In the present embodiment, it is assumed that the ground image is disposed below the foot of the character 4. However, for example, in the case where the image is taken with an angle from the lower side to the upper side of the character 4, the ground image may not be disposed, and only the background image and the empty image may be disposed.

In the present embodiment, the panel object 71 is displayed, but it is not limited thereto. The panel object 71 may also be used as an interface to display a level instrument or to select a surface from a list or button that indicates three surfaces 711, 712, 713 (xz-plane, xy-plane and yz-plane) of the panel object 71.

In the present embodiment, the object disposed in the virtual space 1 is corrected so that it is parallel to any of the three surfaces 711, 712, 713 (xz, xy, and yz planes) of the panel object 71. However, the correction may not be limited thereto, and the inclination may be adjusted in a step-by-step manner such as 5 degrees or 10 degrees after being parallel to these three planes.

EXPLANATION OF SYMBOLS

-   1 virtual space -   2 cameraman -   3 cameras -   4 characters -   110 HMD -   120 display panel -   130 housing -   140 sensor -   150 light source -   210 controller -   220 left hand controller -   230 right hand controller -   235 grip -   240 trigger button -   250 Infrared LED -   260 sensor -   270 joystick -   280 menu button -   300 Animation Production System -   310 Image Generator -   320 I/O portion -   330 communication section -   340 controller -   350 storage -   410 User Input Detector -   420 character control unit -   430 Image Generator -   440 Camera Control -   450 character data storage section -   460 Program Storage -   470 Image Data Storage -   480 Asset Data Storage 

1. (canceled)
 2. An animation production method comprising: a step of placing a character in a virtual space; a step of placing a virtual camera for shooting the character in the virtual space; a step of placing an object including a surface in the virtual space; a step of correcting a posture of the character when the character is dragged and overlapped on the surface of the object such that a plane of the character is parallel to the surface and limiting an inclination of the character to a predetermined degrees increments after the plane becomes parallel to the surface; and a step of generating an image captured by the camera.
 3. The animation production method according to claim 1, the method further comprising: a step of moving the character in response to the instruction from the user; a step of correcting the posture of the character.
 4. The animation production method according to claim 1, wherein the object is a level instrument.
 5. The animation production method according to claim 1, wherein the object has three surfaces perpendicular to each other, wherein in the step of correcting the posture, the posture is corrected when the character is dragged and overlapped on one of the surfaces such that the plane of the character is parallel to one of the surfaces.
 6. The animation production method according to claim 4, wherein in the step of correcting the posture, the posture is corrected when one of the surfaces is selected from a list or by a button, wherein the list or the button indicates one of the surfaces. 